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Ryujinx/Ryujinx.Graphics.Shader/Translation/Translator.cs
gdkchan cedd200745
Move gl_Layer to vertex shader if geometry is not supported (#4368)
* Set gl_Layer on vertex shader if it's set on the geometry shader and it does nothing else

* Shader cache version bump

* PR feedback

* Fix typo
2023-02-25 10:39:51 +00:00

327 lines
No EOL
11 KiB
C#

using Ryujinx.Graphics.Shader.CodeGen.Glsl;
using Ryujinx.Graphics.Shader.CodeGen.Spirv;
using Ryujinx.Graphics.Shader.Decoders;
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using Ryujinx.Graphics.Shader.StructuredIr;
using Ryujinx.Graphics.Shader.Translation.Optimizations;
using System;
using System.Linq;
using static Ryujinx.Graphics.Shader.IntermediateRepresentation.OperandHelper;
namespace Ryujinx.Graphics.Shader.Translation
{
public static class Translator
{
private const int HeaderSize = 0x50;
internal readonly struct FunctionCode
{
public Operation[] Code { get; }
public FunctionCode(Operation[] code)
{
Code = code;
}
}
public static TranslatorContext CreateContext(ulong address, IGpuAccessor gpuAccessor, TranslationOptions options)
{
return DecodeShader(address, gpuAccessor, options);
}
internal static ShaderProgram Translate(FunctionCode[] functions, ShaderConfig config)
{
var cfgs = new ControlFlowGraph[functions.Length];
var frus = new RegisterUsage.FunctionRegisterUsage[functions.Length];
for (int i = 0; i < functions.Length; i++)
{
cfgs[i] = ControlFlowGraph.Create(functions[i].Code);
if (i != 0)
{
frus[i] = RegisterUsage.RunPass(cfgs[i]);
}
}
Function[] funcs = new Function[functions.Length];
for (int i = 0; i < functions.Length; i++)
{
var cfg = cfgs[i];
int inArgumentsCount = 0;
int outArgumentsCount = 0;
if (i != 0)
{
var fru = frus[i];
inArgumentsCount = fru.InArguments.Length;
outArgumentsCount = fru.OutArguments.Length;
}
if (cfg.Blocks.Length != 0)
{
RegisterUsage.FixupCalls(cfg.Blocks, frus);
Dominance.FindDominators(cfg);
Dominance.FindDominanceFrontiers(cfg.Blocks);
Ssa.Rename(cfg.Blocks);
Optimizer.RunPass(cfg.Blocks, config);
Rewriter.RunPass(cfg.Blocks, config);
}
funcs[i] = new Function(cfg.Blocks, $"fun{i}", false, inArgumentsCount, outArgumentsCount);
}
var identification = ShaderIdentifier.Identify(funcs, config);
var sInfo = StructuredProgram.MakeStructuredProgram(funcs, config);
var info = config.CreateProgramInfo(identification);
return config.Options.TargetLanguage switch
{
TargetLanguage.Glsl => new ShaderProgram(info, TargetLanguage.Glsl, GlslGenerator.Generate(sInfo, config)),
TargetLanguage.Spirv => new ShaderProgram(info, TargetLanguage.Spirv, SpirvGenerator.Generate(sInfo, config)),
_ => throw new NotImplementedException(config.Options.TargetLanguage.ToString())
};
}
private static TranslatorContext DecodeShader(ulong address, IGpuAccessor gpuAccessor, TranslationOptions options)
{
ShaderConfig config;
DecodedProgram program;
ulong maxEndAddress = 0;
if (options.Flags.HasFlag(TranslationFlags.Compute))
{
config = new ShaderConfig(gpuAccessor, options);
program = Decoder.Decode(config, address);
}
else
{
config = new ShaderConfig(new ShaderHeader(gpuAccessor, address), gpuAccessor, options);
program = Decoder.Decode(config, address + HeaderSize);
}
foreach (DecodedFunction function in program)
{
foreach (Block block in function.Blocks)
{
if (maxEndAddress < block.EndAddress)
{
maxEndAddress = block.EndAddress;
}
}
}
config.SizeAdd((int)maxEndAddress + (options.Flags.HasFlag(TranslationFlags.Compute) ? 0 : HeaderSize));
return new TranslatorContext(address, program, config);
}
internal static FunctionCode[] EmitShader(DecodedProgram program, ShaderConfig config, bool initializeOutputs, out int initializationOperations)
{
initializationOperations = 0;
FunctionMatch.RunPass(program);
foreach (DecodedFunction function in program.OrderBy(x => x.Address).Where(x => !x.IsCompilerGenerated))
{
program.AddFunctionAndSetId(function);
}
FunctionCode[] functions = new FunctionCode[program.FunctionsWithIdCount];
for (int index = 0; index < functions.Length; index++)
{
EmitterContext context = new EmitterContext(program, config, index != 0);
if (initializeOutputs && index == 0)
{
EmitOutputsInitialization(context, config);
initializationOperations = context.OperationsCount;
}
DecodedFunction function = program.GetFunctionById(index);
foreach (Block block in function.Blocks)
{
context.CurrBlock = block;
context.EnterBlock(block.Address);
EmitOps(context, block);
}
functions[index] = new FunctionCode(context.GetOperations());
}
return functions;
}
private static void EmitOutputsInitialization(EmitterContext context, ShaderConfig config)
{
// Compute has no output attributes, and fragment is the last stage, so we
// don't need to initialize outputs on those stages.
if (config.Stage == ShaderStage.Compute || config.Stage == ShaderStage.Fragment)
{
return;
}
if (config.Stage == ShaderStage.Vertex)
{
InitializeOutput(context, AttributeConsts.PositionX, perPatch: false);
}
UInt128 usedAttributes = context.Config.NextInputAttributesComponents;
while (usedAttributes != UInt128.Zero)
{
int index = (int)UInt128.TrailingZeroCount(usedAttributes);
int vecIndex = index / 4;
usedAttributes &= ~(UInt128.One << index);
// We don't need to initialize passthrough attributes.
if ((context.Config.PassthroughAttributes & (1 << vecIndex)) != 0)
{
continue;
}
InitializeOutputComponent(context, AttributeConsts.UserAttributeBase + index * 4, perPatch: false);
}
if (context.Config.NextUsedInputAttributesPerPatch != null)
{
foreach (int vecIndex in context.Config.NextUsedInputAttributesPerPatch.Order())
{
InitializeOutput(context, AttributeConsts.UserAttributePerPatchBase + vecIndex * 16, perPatch: true);
}
}
if (config.NextUsesFixedFuncAttributes)
{
for (int i = 0; i < 4 + AttributeConsts.TexCoordCount; i++)
{
int index = config.GetFreeUserAttribute(isOutput: true, i);
if (index < 0)
{
break;
}
InitializeOutput(context, AttributeConsts.UserAttributeBase + index * 16, perPatch: false);
config.SetOutputUserAttributeFixedFunc(index);
}
}
}
private static void InitializeOutput(EmitterContext context, int baseAttr, bool perPatch)
{
for (int c = 0; c < 4; c++)
{
int attrOffset = baseAttr + c * 4;
InitializeOutputComponent(context, attrOffset, perPatch);
}
}
private static void InitializeOutputComponent(EmitterContext context, int attrOffset, bool perPatch)
{
int c = (attrOffset >> 2) & 3;
context.Copy(perPatch ? AttributePerPatch(attrOffset) : Attribute(attrOffset), ConstF(c == 3 ? 1f : 0f));
}
private static void EmitOps(EmitterContext context, Block block)
{
for (int opIndex = 0; opIndex < block.OpCodes.Count; opIndex++)
{
InstOp op = block.OpCodes[opIndex];
if (context.Config.Options.Flags.HasFlag(TranslationFlags.DebugMode))
{
string instName;
if (op.Emitter != null)
{
instName = op.Name.ToString();
}
else
{
instName = "???";
context.Config.GpuAccessor.Log($"Invalid instruction at 0x{op.Address:X6} (0x{op.RawOpCode:X16}).");
}
string dbgComment = $"0x{op.Address:X6}: 0x{op.RawOpCode:X16} {instName}";
context.Add(new CommentNode(dbgComment));
}
InstConditional opConditional = new InstConditional(op.RawOpCode);
bool noPred = op.Props.HasFlag(InstProps.NoPred);
if (!noPred && opConditional.Pred == RegisterConsts.PredicateTrueIndex && opConditional.PredInv)
{
continue;
}
Operand predSkipLbl = null;
if (Decoder.IsPopBranch(op.Name))
{
// If the instruction is a SYNC or BRK instruction with only one
// possible target address, then the instruction is basically
// just a simple branch, we can generate code similar to branch
// instructions, with the condition check on the branch itself.
noPred = block.SyncTargets.Count <= 1;
}
else if (op.Name == InstName.Bra)
{
noPred = true;
}
if (!(opConditional.Pred == RegisterConsts.PredicateTrueIndex || noPred))
{
Operand label;
if (opIndex == block.OpCodes.Count - 1 && block.HasNext())
{
label = context.GetLabel(block.Successors[0].Address);
}
else
{
label = Label();
predSkipLbl = label;
}
Operand pred = Register(opConditional.Pred, RegisterType.Predicate);
if (opConditional.PredInv)
{
context.BranchIfTrue(label, pred);
}
else
{
context.BranchIfFalse(label, pred);
}
}
context.CurrOp = op;
op.Emitter?.Invoke(context);
if (predSkipLbl != null)
{
context.MarkLabel(predSkipLbl);
}
}
}
}
}